Pokemon Movesets of the Week

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January 16tth 2011

"Slow Slidin' Sleeper"

Nature: Careful
Ability: White Smoke

Item: Leftovers
EV Spread: 216 HP, 104 Def, 188 Sp. Def

Moves:
 Amnesia
 Curse
 Rock Slide
 Rest

This Torkoal set gives light to the elderly turtle that everyone loves, but thinks it sucks to bad to use.  So of course, none other than I am trying giving it a chance to shine in the spotlight!  You should send this out on a bulkier Pokémon that you know won't be able to hit it very hard, and start using amnesia.  The reason why I recommend using Amnesia first is because of how inferior it's Sp. D is to it's defence.  After 1 Amnesia (+2 Sp. D) it'll be able to survive a Hydro Pump from a Modest max Sp. A Life Orb Starmie.  Not that I'm encouraging you to stay in on a Starmie.  SWITCHHHH. ..speaking of which, you'll probably want to scout out some Pokémon that'll give Torkoal problems before sending it out.  Flygon, Starmie, etc.  The reason why I chose Rock Slide as the attacking move is because nothing nullifies it.  While getting STAB (Same Type Attack Boost) on Heat Wave, Fire Blast or Overheat might be nice, you won't be able to hit Pokémon with flash fire.  Rock Slide is also a physical move, so it gets a boost from curse.  If you really wanted to, you could always run Chesto Berry over Lefties, but then you lose the handier HP recovery, and only waking up one time isn't worth it, in my opinion.

Written By:
SimplyBidoof

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February 6th 2011

"Trecherous Waters"

Nature: Adamant/Jolly
Ability: Clear Body

Item: Blacksludge/Life Orb
EV Spread: 40 HP, 240 Atk, 230 Spd

Moves:
 Waterfall
 Poison Jab
 Sword Dance
 Return

Ever gotten tired of just a Special Wall or a lead as sets for Tentacruel? Do you want a more original set for it? If you answered yes to either of those questions you will love this set. Starting out with natures it comes down to two factors, do you want more power or more speed? I tend to go with Adamant more as Tentacruel needs the extra Attack and already has good Speed. Ability is Clear Body because of intimidate mostly, but preventing Defence stats from lowering is useful as well. Item wise, do you want to last longer or hit harder? I go with Black sludge because of recovery and to screw over Trick users but it’s up to you. EV Spread is fairly self explanatory; you want high Attack and Speed as with sweepers but the extra HP EVs allow it to take some hits which is useful for setting up. Move wise it’s hard to run this set but these moves can work perfectly together, Waterfall and Poison Jab for STAB, Return for a third attacking move and Sword Dance to set up. All in all this is a new and fun take on the dominant wild sea Pokémon.

Written By:
Loch
Edited By:
Silver August

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February 27th 2011

"Phantom From The Future"

Nature: Timid
Ability: Natural Cure

Item: Life Orb
EV Spread: 252 Sp. Atk, 252 Spd, 4 HP

Moves:
 Nasty Plot
 Psychic
 Grass Knot
/ Recover/Earth Power

In many regards, this excusive Celebi (and any of its variants) can be considered the last new possible option for a Pokémon Moveset in the 4th Generation, making it kind of fitting to spotlight before the Generation V begins. Nasty Plot is the core of this set, giving Celebi an immense power boost which can quickly make it a threat, especially to those who’d normally dread Calm Mind variants, Losing the defence boost is a little concerning, but it also means Sweeping can begin much sooner. Grass Knot on Celebi is a reliable STAB move that can do serious damage to many Pokémon, especially after a Nasty Plot, the bigger they are, the harder they fall as they say. Psychic is a general STAB move for those Pokémon that resist Celebi’s other moves. Celebi’s 4th move really comes down to preference, Recover keeps Celebi in the game since with Sp. Atk buffs; Rest-&-Swap would only force you to set up again. Earth Power on the other hand gives Celebi better Type Coverage, but without a way to heal, Celebi’s time in battle will be considerably shorter. Life Orb gives Celebi even more power, but can cost it its life you cut things too close. EVs are your standard spread; hit hard and hit fast, base 100 stats across the board will give it enough natural bulk. This exclusive ends the 4th Generation on a high note and certainly alludes to the kind of power we’re going to see in the future.

Written By:
Silver August

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March 20th 2011

"The Steely Formicida"

Nature: Jolly
Ability: Hustle

Item: Focus Sash/Life Orb
EV Spread: 252 Atk, 252 Spd, 6 HP

Moves:
 Hone Claws
 X-Scissor
/ Stone Edge/Iron Head
/ Thunder Fang/Iron Head

I am known as the Silver League fire master, so it might seem quite ironic that I should write a Moveset for a bug type, especially one whose natural rival is a fiery anteater. However, I feel this particular arthropod has massive potential, and with a little setup this Moveset has the ability to take down many an opponent, including his aforementioned fire-type foe.

Hustle ability may initially seem detrimental due to it lowering Durant’s accuracy; however this is soon remedied by Hone Claws which also boosts his already decent Attack. This is coupled with the boost in power Hustle already provides his attacks, and his impressive base speed stat. As for his actual attacks, X-Scissor provides the obligatory stab, while the boosted accuracy and power of Stone Edge can lay waste to fire type foes. Finally the boosted accuracy of Thunder Fang takes care of any bulky water types and provides further neutral coverage, however if you prefer an extra stab attack then Iron Head is a powerful option. As for items, it’s a choice between Focus Sash to guarantee one turn of setup, or Life Orb to add further power to Durant’s mandibles. Campers beware, the Steely Formicida threatens much more than you picnic basket.

Written By:
Eliteraptor

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April 17th 2011

"Not-So-Cursed Sarcophagus"

Nature: Relaxed
Ability: Mummy

Item: Leftovers/Lum Berry
EV Spread: 252 HP, 252 Def, 4 Sp. Atk

Moves:
 Hex
/ Will-o-Wisp/Toxic
/ Haze/Psychic
/ Calm Mind/Trick Room

Hex gets STAB, and doubles in power when Cofagrigus' Opponent has a status affliction--which is something that works perfectly with this Pokémon’s stats. the next move depends on whether you want to whittle down the opponent more and more, or you wanna Halve its attack, effectively making Cofagrigus one hell of a Physical Wall. Both boost Hex, so it’s up to preference. Haze is used to shut down any attempts to boost stats, but conflicts with Calm Mind. Psychic can be used on a CM Set to give Cofagrigus a respectable Ghost-Psychic offense, its Sp.Atk is actually pretty decent when you consider what the Pokémon is built for. Calm Mind is pretty basic: make Cofagrigus do more damage while letting it stand a chance against Sp. Attackers. Cofagrigus' utterly crappy speed lets it set up and take advantage of Trick Room, making it a force to be reckoned with. Its EVs and nature are pretty straightforward (Max 427 Defence/320 HP? Yes please),it's mainly going to be used against Physical Attackers, which allows it to set up Calm Mind (or Trick Room!) to deal with other threats. Leftovers give it extra recovery, while Lum Berry is a one-shot savoir from Status Conditions. Again, up to preference. this is probably your best bet for a Physical Wall: almost nothing that scars it Physically (except Dark, and even then it takes hits well), Mummy lets it get annoying abilities out of the mix, and it’s incredible Stats and Movepool that don't weight it down, its sure to become a valuable member of any team!

Written By:
Gold Geno

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May 8th 2011

"Bone Drummer"

Nature: Adamant
Ability: Rock Head

Item: Thick Club/Salac Berry
EV Spread: 252 Atk, 252 Spd, 4 Def

Moves:
 Belly Drum 
 Earthquake
 Stone Edge
/ Fire Punch/Subsitute

OK this set we turn a slow Brute into a full power Grave Sender. As with Thick Bone Marowak is even stronger than Dexoys A form so who wouldn't want to max out this guys attack?

Firstly this set is better used with a Baton Pass I suggest pairing up with Ninjask or Agility Scizor to give this guy the needed speed so you won't need to give up Thick Club for Salac Berry, Ability wise it's only useful when paired with Double Edge so you don't commit suicide with recoil. EV Spread is a simple max attack max speed, simple enough. Moveset now Belly Drum is your main toy in this set to get the 568 attack to 2272, Epic Damage for an NU isn't it, Earthquake is your main stab move and a 150 powered move with a 2272 attack ouch just hope your rival doesn't have flyers or levitate, but that’s where the Edge moves come in. Stone Edge hits the flyers off 240 damage and it covers up well with not being able to hit them with earthquake, the last move depends on the item you use Fire Punch for Grass Types that resist Ground or try and get a lucky miss from Stone Edge or Substitute if you attempt to pull of the Salac Berry Combo. Well don't need to say anymore here so raise hell with the Bone Warrior.

Written By:
Conor

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May 29th 2011

"The Technical Mimic"

Nature: Timid
Ability: Technician

Item: Life Orb/Leftovers
EV Spread: 252 Sp. Atk, 252 Spd, 4 HP

Moves:
/ Charge Beam/Nasty Plot 
 Psychic/Psyshock
/ Magical Leaf/Icy Wind
/// Substitute/Icy Wind/Thunderbolt/Baton Pass

Mr. Mime has always been an odd Pokémon. He has a charitable move pool, with many moves he can utilize well. Mr. Mime is unique in that he is one of the few Baton Passers of Nasty Plot, though this set deviates in that you are trying to sweep with Mr. Mime itself. For the first slot, Charge Beam is an option and gets boosted to an acceptable 75 base power with Technician while also having a and has a 70% chance to raise your Special Attack. It also forms a pseudo BoltBeam combo with Icy Wind. Nasty Plot is available for boosting your Sp. Attack faster. Psychic or Psycho Shock are used for obligatory STAB in the second slot. Psychic has more power, while Psycho Shock can catch some Pokémon off guard.  In the third slot, Magical Leaf has 90 base power to hammer Water types, while Icy wind has a nice 83 base power. Icy Wind also nabs a helpful Speed drop on Pokémon switching in. In the last slot, you can opt to use Substitute to set up safely. Icy Wind could go in the last slot if you chose to use Magical Leaf in the third slot, or Thunderbolt could go there too if you chose to use Nasty Plot instead of Charge Beam in the first slot. Baton Pass also deserves a mention, as it is what Mr. Mime is known best for. When your sweeping is done, you can Baton Pass all your Special Attack boosts to another special sweeper, though it won't be as cool as Mr. Mime.

Written By:
Hado

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June 5tth 2011

"Reliable Milly"

Nature: Impish
Ability: Scrappy/Thick Fat

Item: Leftovers
EV Spread: 248 HP, 184 Atk, 84 Def

Moves:
/ Body Slam/Return
/ Earthquake/Rock Slide
 Milk Drink
 Heal Bell

Like the name implies, this signature Pokémon of mine has proven herself to be quite reliable in battle and what she gives up in speed is more than made up for in bulk and defence. This spread is all about being able to keep itself in the game and supporting the team at the same time. Miltank’s main STAB main STAB move is either Body Slam or Return; Body Slam has a chance of inducing paralyze which can often turn Miltank into the faster Pokémon while Return trades in the game of chance for pure power. Miltank’s second move depends highly on which ability you go with and Miltank’s role in the team. Earthquake has great power and overage, but unless Miltank has Scrappy, you run the risk of facing the common Ghost-Type with Levitate, which will leave Miltank helpless and forcing you to switch out. This is where Rock Slide comes in as a handy second option that can even provide the occasional flinch. Milk Drink is an obvious choice as it refreshes Miltank’s HP and its value is self explanatory. Heal Bell is really helpful because not only does it rid Miltank of status effects, but cures the rest of the party too. The ability Scrappy has its uses if you’re aiming for the offence, but Thick Fat gives Miltank an extra element of Bulk, cutting Fire and Ice-type attacks in half, it can allow Miltank to safely switch in those attacks but it can be considered situational and the risk involved has already been addressed. But if you want more bulk then this is the way to go.

Written By:
Silver August

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June 26tth 2011

"Perpetual Powerhouse"

Nature: Adamant
Ability: Moxie

Item: Life Orb
EV Spread: 140 HP, 176 Atk, 192 Spd

Moves:
 Dragon Dance
 Drain Punch
 Crunch
/ Rock Slide/Ice Punch

I won’t lie for the longest time I wondered what people saw in Scrafty, Pro or casual, people just love the ghetto lizard with fashion sense that’s so early 2000s, but after trying one out for myself, I can now see why he’s got such a fanbase. Scrafty’s typing is amazing with only weaknesses, one of which may be really common, but with amazing defences, Scrafty is capable of taking just about anything the opponent can throw at it. Dragon Dance helps Scrafty set up for the OHKOs he needs considering he’ll have to take a hit, but more importantly it gives him a needed speed boost so he can out run faster foes since his ability; Moxie will be providing attack boosts anyways. Drain Punch is beautiful here because it allows Scrafty to make up for the damage he takes setting up Dragon Dance, while allow allowing him to heal from damage given by faster Pokémon. At the same time Drain Punch allows you to give him Life Orb instead of Leftovers, allowing Scrafty to hit harder and recover faster. Crunch is there for straight out STAB but also for the added bonus of a potential flinch which is nice. The 4th move really is a matter of preference, Rock Slide like Crunch can cause flinch and gives Scrafty more coverage while in a double/triple battle can hit both Pokémon it targets. Ice Punch on the other hand is x4 weakness for those pesky Dragon-Types, but it’s an egg move, so you got to remember that from the start, otherwise Rock Slide will have to do. I underestimated Scrafty but I’ll be the first to admit, he’s won me over and is definitely not a Pokémon to be taken lightly.

Written By:
Silver August

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July 17tth 2011

"The Sleeping Serpent"

Nature: Calm
Ability: Marvel Scale

Item: Leftovers
EV Spread: 252 HP, 52 Def, 200 Sp. Def

Moves:
 Rest
 Sleep Talk
 Dragon Tail
 Scald

Milotic, it's an amazing special wall, but have you ever wondered if it could use its ability even better than it already does?

If so, this set is perfect. This set takes a hold of everything good about Milotic and puts it in one set. This set is 1. Immune to Status to. Has great healing and can take full advantage of sleep. 3. Can wall the heck out of almost anything. Now first of all let’s move to the Nature, Calm because of the Sp. Def boost (obvious) Ability, Marvel Scale Allows full advantage of Rest, Item Leftovers, provides healing from the very prominent SS and a bit more healing for after a rest. Now the EV spread, 252 HP, Obviously on a wall you would want this. 52 Def, This allows for some decent tanking even before a rest sitting at 207 Def, but AFTER a rest this sky rockets to a stat of around 310, add this to a sp.def of 370 factoring in EVs and Nature, you got some serious walling. Now for moves, a side note this set works best with Entry Hazards, Rest to activate that Marvel Scale, Sleep Talk, to take full advantage of rest, Dragon tail to shuffle up opponents to stop sweeps or get Entry Damage, and Scald for some Damage and a chance for a burn which is nice for residual damage. All in all, I believe this set makes Milotic one of the BEST walls in UU, and allows it to hold its own in OU even. (It can take a Nasty Plot T-Bolt from Thundurus, not well albeit, but it can.)

Written By:
Loch

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August 7th 2011
 

"United We Stand"

Nature: Quiet
Ability: MAgic Guard

Item: Life Orb
EV Spread: 252 HP, 252 Sp. Atk, 4 Def

Moves:
 Trick Room
 Psychic/Psyshock
 Shadow Ball
 Focus Blast

The 5th Generation of Pokémon bought with it a plethora of hard-hitters, determined to shake up the game and bring forth a new era of ass-kickery. And our little friend Reuniclus is a prime example of such a pain-bringer.

At first glance, it appears to be nothing more than a cute little teddy-bear encased within an envelope of green goo, while in reality its design takes inspiration from the structure of cells. What could be so threatening about a Pokémon based on the most basic form of life you may ask? Consider virus’ and bacteria. They may be single-celled organisms, but have the potential to wipe out entire species and bring devastation to the world. A perfect analogy for this Unovian cytoplasm.

Put simply, Reuniclus’ HP and Sp. Atk stats are amazing, and when coupled with its decent defense stats they give it a good combination of bulk and hard-hitting abilities. Speed appears to be its Achilles heel, but is actually a blessing in disguise. Being a psychic type with considerable natural bulk, it can reliably set up Trick Room and then proceed to take full advantage of it. Magic Guard ability not only protects Reuniclus from entry hazards, status damage and weather effects, it also prevents the recoil damage from Life Orb, giving a free boost to all its moves. The choice between Psychic and Psyshock is a matter of preference, a decision between hitting on the physical side or a slightly more powerful attack. The remaining moves allow him to counter his counters, hitting ghost and dark types super effectively.

An apparently non-threatening design and a somewhat cute-looking demeanour. These are most people’s initial feelings towards Reuniclus. Yet after observing this peculiar cellular specimen beneath the microscope, it turns out this Pokémon can inflict its own particular plague upon the metagame. Have your hankies at the ready trainers.

Written By:
Eliteraptor (aka Prof. Raptor Goldsmith)

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August 28th, 2011

"How to Train Your Dragon"

Nature: Adamant
Ability: Sheer Force

Item: Life Orb
EV Spread: 252 HP, 252 Atk, 4 Def

Moves:
 Glare
 Dragon Claw/Dragon Tail/Outrage
 Fire Fang
 Rock Slide

Mythical creatures born of fire and death, dragons have long been the antagonists of ancient folklore, spoken of as the enemies of brave knights and fair maidens alike. While in the real world these winged devils are the stuff of fiction, in the Pokémon world dragons are very real and just as ferocious as fantasy describes. Unova introduced us to another batch of these fearsome reptiles, among them the cave dweller; Druddigon.

At a glance, Druddigon was gifted with a decent spread of stats. His HP and defences are at the higher end of average, and his attack stat is the 4th highest among his dragon-type brethren, excluding legendaries. However when coupled with the awesome ability Sheer Force and the hold item Life Orb, whose recoil damage is negated by the aforementioned ability, his power has the potential to rival even the legends within his typing. As more often than not however, with the good comes the bad, the bad in Druddigons case being his poor speed. In order to remedy this, Glare is the first move of this set. Next comes your STAB move of choice. Dragon Claw has decent power with no drawbacks. You could attempt a combo of Glare and Dragon Tail to spread status throughout your opponent’s team, but the sketchy accuracy of both moves may not be worth the risk. If you prefer all out power, Outrage will suffice, although being locked in to an attack and the resulting confusion may prove costly. The final two moves are to take advantage of the Sheer Force boost to their power with the loss of their secondary effects.

Dragon is often considered the all powerful typing of the Pokémon world, hence its rarity in the early generations and the multitude of legendary dragons in the more recent. While there are certainly faster or more powerful species to choose from, Druddigon should not be underestimated. Played correctly, even St. George himself would bow to his might.

Written By:
Eliteraptor

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September 18th 2011

"Choice Bolt"

Nature: Modest/Timid
Ability: Lightningrod

Item: Choice Scarf
EV Spread: 252 Sp. Atk, 252 Spd, 4 HP

Moves:
 Thunderbolt/ Thunder/ Discharge
// Flamethrower/ Overheat/ Switcheroo
/ Hidden Power (Ice)/ Signal Beam
/ Volt Switch/ Switcheroo

Yes Manetric the badass looking dog electric thing that everyone had on their team on the campaign in gen 3. But other than that no one has given two cents toward this electric cat...dog... thing. Which makes Manetric a good "Off the Radar" poke meaning that your opponent most likely will not know his moveset. The one reason that he has sunk down to the lower tiers is due to being outclassed by other electric types such as Jolteon who has better stats all around and Raikou that has better stats all around except for speed. Plus Manetric is very frail with 60/60 base defences. But there are some things that Manetric has over Jolteon and Raikou which is access to flamethrower, Overheat, and switcheroo. Switcheroo allows Manetric to cripple pokes that would normally counter him such as ferrothorn, Chansey, and Blissey. Which would make any of those three useless. If you choose to have flamethrower you are able to rip Jellicent/ ferrothorn cores to shreds. If you want to have all three attacking moves it will allow you to have perfect type coverage, and pretty decent super effective type coverage. Plus with the gen 5 addition to volt switch he will be allowed to scout out for oncoming threats. But unfortunately this gen has the stupid team previewer which has made scouting a lot less coming so if you don’t feel the need for scouting just go with Switcheroo. Using the choice scarf in this set allows Manetric to also counter 100 base speed scarfers (such as Jirachi or Celebi) with his 105 base speeds, and pack a hell of a punch with his powerful move combo. Plus he can also switch into the somewhat common electric type moves and get a Spc Atk boost thanks to his ability lightning rod. Which allows Manetric to maybe predict a special wall coming in (such as bliss or ferrothorn) and switcheroo it then sweep (if you like that idea then go with timid nature). Just be prepared whenever using a Manetric.

Written By:
Written By: MegaPoochyena

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October 9th, 2011

"Thundercats! Ho!"

Nature: Jolly/Adamant
Ability: Intimidate/Guts

Item: Choice Scarf/Choice Band
EV Spread: 252 Atk, 100 Sp. Def, 158 Spd

Moves:
 Wild Charge
 Facade
 Crunch
/ Superpower/Quick Attack

Luxray sticks out of the electric Pokémon typing due to his lack of speed (base 70) high physical attack f(base 120) & defences (base 79/79) that are relatively bad but are still better than the average electric type.

Luckily the Pokémon God Arceus has given Luxray two new gems this generation. First one is his new stab move Wild Charge which has a 90 base power and 1/4 recoil. The second being his new Dream world ability Guts which is especially useful due to the high amount of people using scald. Just for that fact I have thrown some special defence EV's onto him just for the switch to be less painful onto bulky waters such as Slowbro, Slowking, Milotic etc... Plus to the increased amount of stalliness in RU and UU tiers Luxray can benefit on switching into the first layer of toxic spikes on pokes such as Omastar or Venomoth. But unfortunately his guts ability makes it pretty complicated to use Luxray.

Another decision that you have to make for this set is whether to use choice scarf or band. With a choice scarf it makes Luxray relatively fast & powerful which I personally prefer more but you have to focus really hard on trying to get your guts boost. But if you choose a choice band you become massively power but lack speed so I would recommend quick attack. So just go with whatever fits your team better. With Luxray's solid move pool you are able to get perfect neutral effective type coverage with some very relatively moves with crunch (80 BP) Facade (70) (with status 140) SuperPower (120) and quick attack (40).

Some other options that Luxray can run well is a mixed (with his base 95 Sp. Atk set that hits powerful steel types such as Steelix with HP fire. Just move the EV’s from SpcD to Sp Atk.

All in all Luxray is a much unexpected powerhouse waiting to make his mark.

Written By:
MightyPoochyena

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October 30th, 2011

"Man-at-Wings"

Nature: Adamant
Ability: Inner Focus
Item: Choice Band
EV Spread: 252 Atk, 252 Spd, 4 HP

Moves:
 Brave Bird
 Pursuit
 U-Turn
/ Cross Poison/Super Fang 

To begin, Brave Bird is your primary STAB Move, and rightfully so. It’s a monstrously powerful move and the recoil really doesn't matter much when you’re cruising through teams at 359 Mph. Pursuit and U-Turn make up Crobat's Mind game Moveset. Pursuit lets Crobat lay some serious hurt on whatever decides to switch out, and U-Turn allows it to get in some damage while keeping itself from some serious hurt. It can be very disorienting to try and predict whether a Crobat will U-Turn the hell out, Pursuit after your beloved Pokémon as it tries to leave, or just slam it in the face with a Brave Bird. As for the last move, Cross Poison is Crobats' Poison STAB. It’s powerful, but 9 times out of 10 you’re going to be using Brave Bird over it since Poison is just such an awful attack type. It’s more or less a filler move. Super Fang on the other hand, gives Crobat something to use against all forms of stall, or physical walls in general. Losing half your HP just isn't fun at all. Only problem here is that Brave Bird generally does more damage to everything save whatever resists it and whatever it built to take physical hits. It’s another filler move, but an infinitely more useful one. Its EV Spread is pretty basic. It Speed ties Jolteon and Aerodactyl in UU, and only Deoxys-S can out speed it in OU. Fantastic. Max Attack+Choice Band+Adamant will lay the hurt on almost everything, especially if you’re using Brave Bird. The only downside is that Choice Band locks Crobat into one move... But honestly, is that going to matter when you’re firing off Brave Birds left and right? Finally, It's Typing. I mentioned this in Golbat's Moveset, but Poison/Flying is such a fantastic typing in OU. Conkledurr can't do crap to Crobat, and Crobat laughs at priority moves...


...Oh, and STAB Brave Bird. Good Game OU Metagame.

Written By:
Hado

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November 20th 2011

"Unagi Surprise"

Nature: Adamant/Careful/Impish
Ability: Levitate

Item: Leftovers
EV Spread: 252 HP, 128 Atk, 128 Sp. Def

Moves:
 Coil
 Wild Charge
 Dragon Tail
/ Rest/Brick Break

First thing that I want you guys too look at is Eelektross' typing and ability. Think about it... OH YEAH NO WEAKNESSES. So why has everyone made him offensive... Because he has base 115/105 attack stats which are AMAZING. So for this set I put two and two together and made him a bulky sweeper which is one of my favourite types of pokes. Plus he has an amazing movepool allowing him to make good use of his respectable defences 85/80/80 which are still nothing to write home about but I digress. First move in this set is coil which is a great move introduced into this generation that boosts attack, defence, and accuracy which is very great for Eelectross making him very powerful and bulky. His next move is the new electric type move called wild charge that has a respectable 90 base power and 1/4 recoil. With his next move which is ANOTHER move introduced into this gen is called dragon tail that benefits from coil do to the fact that it has 90% accuracy, so it doesn’t make the accuracy boost useless. Plus Dragon tail fazes the opponent out making it so they cannot set up on Eelektross which is one of the few ways to actually kill him with coils up. His last move slot is an interesting choice that there are two moves that can fill and benefit Eelektross well. The first being Rest which is my personal preference because it gives HP recovery to Eelektross and will cure status which is another one of the few ways to kill Eelektross. The next up being brick break which is a nice fighting type move that will break screens *cough cough Cresselia *cough cough* while giving him better type coverage to hit strong walls like Steelix for super effective damage. Honestly either move will work well just choose wisely.

All in all this set will most likely blow a chunk out of an unprepared team which is always great just use it well. And it is easy to obtain because he learns wild charge and coil naturally and Brick break, rest, and dragon tail are all TMs. So thanks guys hope that you enjoy the set.

Written By:
MegaPoochyena

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December 11th 2011

"Darmati Konga: Jungle Beat"

Nature: Jolly
Ability: Sheer Force

Item: Leftovers/Salac Berry (when released)
EV Spread: 252 Atk, 252 Spd, 4 Def

Moves:
 Belly Drum 
 Subsitute
 Earthquake
 Fire Punch

Darmanitan is an absolute powerhouse, and we can leave it at that, and this set makes him 6x stronger interested yet? Well first off for the items you will want either leftovers or salac berry but unfortunately salac berry isn’t released yet so that is not an option yet... so that leaves us with leftovers which is good because... well it is leftovers that is self explanatory. Next up is the nature which you will want to be jolly just to boost his speed and minus his Sp. Atk which is good because Darmanitan has a good speed stat being 95 which is solid but does get out speed by a handful of threats, so when salac berry comes out this set will be your best friend. Next up is the ability, Sheer Force. What this does is boost your moves by 30% at the sake of removing the moves secondary ability which is very useful for fire punch which gets boosted, and plus stab makes him an unboosted powerhouse with fire punch. Next up is the EV spread. This is pretty self explanatory just max out the EV's on the two stats that matter being attack and speed. Next up is the moveset. For our first move it is going to be substitute which is a great way to catch people on a switch thinking that your Darmanitan is scarfed and or banded. It also blocks status and intimidate which could extremely cripple Darmanitan. From there you can just belly drum and if you use this set when salac berry is finally released you will also get a speed boost which perfectly sets up Darmanitan for a sweep. And the second move if you don’t already know is belly drum which maxes out your attack at the cost of 50% of your HP. Then the third move is Fire punch which is a solid move that gets boosted by sheer force and stab which is very great and has no recoil. The last move is Earthquake which is a powerful move that has 100 base power that gives good type coverage when bundled with a fire type move. So all in all an unprepared team will be torn to shreds with this set. Stall teams anyone?

Written By:
Megapoochyena

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January 2nd, 2011

"SuperPachi"

Nature: Timid/Jolly
Ability: Pickup

Item: Leftovers
EV Spread: 252 HP, 252 Spd, 4 Def

Moves:
 Sweet Kiss
 Discharge/Thunder Wave
 Bite
 Attract

Have you ever looked at Pachirisu's terrible abilities, shallow movepool and horrible stats and thought, "Wow, there's NOTHING you can do with this thing,"? Well, I'm proving you wrong! (see how Gabe ripped me off there?) This Pachirisu takes advantage of hax . Infatuated-ParaFlinchFusion makes the chance of your opponent attacking extremely low (Infatuation 50%, Bite 30% flinch, 25% paralysis, Confusion 50%). This gimmick is made for pure annoyance. It can also work as a Psuedo-Phazer, considering the hax often will cause Rage-Switch. Pachirisu’s pathetic offence and the fact opponents are likely to switch, it’d love EVERY SINGLE entry hazard. Toxic Spikes  is appreciated to damage slower pokemon whom you don’t need to paralyse, but.running TS, however, is a huge risk, since you can’t paralyse your opponent, so you might be better off with a team member running Toxic. And if you really feel evil, you could have a Mean Look Passer in your team as well, so the opponent CAN’T switch at all while it’ll barely be able to move. Umbreon can use Toxic, Mean Look and Baton Pass, and thus would be a perfect partner. As for gender, I'd run female, just because in pokemon, the rate for a male is (usually) higher then it is for female. All with all, enjoy our evilness.

Written By:
SimplyBidoof & Shade
Edited By:
Shade

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January 23rd 2011

"Don't Fall For The Looks"

Nature: Jolly/Timid
Ability: Cute Charm

Item: Leftovers
EV Spread: 252 HP, 120 Def, 112 Spd

Moves:
 Charm
 Captivate
/// Toxic/Magic Coat/Heal Bell/Rest
// Rest/Magic Coat/Heal Bell

Lopunny was meant to look cute. And it does. But, don’t ever fall just for the looks. This Lopunny is quite dangerous. Charm lowers your opponents’ attacks by 2 stages; Captivate does the same for Sp. Atk if the opponent has the opposite gender. Once your opponent can’t damage all that much anymore, there are 2 things you can do. 1. Switch out to a Pokémon who wants a safe switch or who will laugh at the opponent while setting up. 2. Proceed to Toxic-stall while the opponent hates you for using this Pokémon. You either need Toxic or Toxic Spikes. If you run Toxic-Spikes you got an open move slot to fill up. Rest is good for recovery, and if you run a cleric it’s instant recovery for no cost. Heal Bell makes Lopunny a cleric. Magic Coat is an interesting move. It bounces back stuff like Dark Void back to the opponent. In Gen 5 it also bounces back stuff like Stealth Rock, which makes it way more useful. My preferred moveset has been Toxic/Charm/Captivate/Rest, but I made this set before it gained Heal Bell. Go work Lopunny’s charms till it kills the opponent.

Written By:
Shade

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February 13th 2011

"Pallet Swap"

Nature: Adamant
Ability: Color Change

Item: Leftovers
EV Spread: 252 HP, 252 Atk, 4 Spd

Moves:
 Skill Swap
/ Dizzy Punch/Faint Attack
 Brick Break
 Recover

Kecleon is a very odd Pokémon in many ways; it’s got a weird ability, weird base stats and a weird movepool. So Overall, It’s an overall odd Pokémon to use. Today, i'll attempt to abuse its ability! Skill Swap is the main move of this set, allowing you to make your opponents type change at will. Dizzy Punch sets the opponents typing to Normal, and can score some good STAB if you can avoid taking a hit before Skill Swap. You can also use Faint Attack, so Kecleon can actually do something to ghosts. Brick Break scores a super-effective hit on the Normal (or Dark) Typed Pokémon. Rinse and Repeat. Recover is a filler move at best, but it’s effective when you get the chance to heal off damage. It gets Max HP for added Bulk, which is nice considering its abysmal speed, and it gets Max Attack because...it’s a Physical Attacker(This is also Why the Adamant nature is the preferred nature here.),not much else to say there. The Other 4 EVs don’t make a huge difference, but they're there. Leftovers or Life Orb? Depends on if you want bulk or power, 306 Max Attack is already pretty good. This set is INCREDIBLE with Mean Look support, and Kecleons abysmal speed makes it a prime candidate for Trick Room Teams. Kecleon, though overlooked for its overall oddness, deffinetly has quite a few perks its fellow Pokémon don’t have, so don’t be afraid to use it!

Written By:
Gold Geno
Edited By:
Silver August

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March 6th 2011

"Gravity Storm"

Nature: Timid
Ability: Natural Cure

Item: Life Orb
EV Spread: 252 Sp. Atk, 252 Spd, 4 HP

Moves:
 Gravity
 Hydro Pump
 Thunder
 Blizzard

Now this Starmie is pretty different, you wouldn’t normally see it in a wi-fi battle. It’s not my original idea. I’ve seen it before but I thought I would share it to you guys. Now you may be wondering why it the move Gravity apart of this set? Well Gravity boosts accuracy. Which in turn will make you able to use some pretty heavy damaging moves on your opponent which tend to have low accuracy to begin with (Hydro Pump, Thunder, Blizzard) and with Life Orb you’ll get a 30% attack boost. This move unfortunately only lasts for 5 turns but in that time, immunity to abilities and moves such as Stealth Rocks and Toxic Spikes because of the Flying-Type, Levitate ability, or Magnet Rise are nullified, and if the opponents Pokemon is in the middle of a move, for example Fly which needs more than one turn before it hits will be stopped if gravity is used while the move is being charged. Ability wise, you’d be a fool to turn down Natural Cure, curing Starmie of any statue problem with a simple switch, it may waste a turn of Gravity, but it ensures Starmie good to go when the time is right. EV wise Starmie is your classic Sp. Sweeper, and with powerhouse moves that’ll rarely miss, it’s undoubtedly going to deal a ton of damage, thank you.

Written By:
Joshua
Edited By:
Silver August

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March 27th 2011

"Break a Wall, Break a Shell"

Nature: Rash/Naive
Ability: Solid Rock/Swift Swim

Item: Life Orb
EV Spread: 48 Atk, 208 Sp. Atk, 252 Spd

Moves:
 Hydro Pump
 Stone Edge
/// Earthquake/Hidden Power (Fire)/Focus Blast/Ice Beam
 Shell Smash

With the power of Shell Break and Carracosta's good attack and decent Sp. Attack you can clearly see this can turn into a good wall breaker. Ability wise Solid Rock is your only option until (if) they release Swift Swim though DW but Shell Break might be able to cover that if you can get enough set up. Item wise is of course the Life Orb since it's the best damage output for mix attackers. Spread is pretty much mainly out put into Special Attack since it's running off a 108 base attack, Moveset now starting off is of course Stab Hydro Pump as it's far stronger than Aqua Tail with 180 power and can do some pretty good damage when not prepared, Stone Edge is Second Stab with 180 power not much more I can say here, the Next move Depends on what you want to use, Earthquake brings out epic coverage with Stone Edge and deals with electric types and Steel Types, HP Fire deals with grass and steel types with 4x weakness to fire like Scizor with his typing giving him a 1x to Earthquake, Focus Blast Deals with steel types as well and deals with and finally Ice Beam deals with Grass types that aim for the 4x weakness and deals with the dragons that most people will think will sweep the game, and the last move is your game breaker as Shell Smash raises Attack, Pattack and Speed a great move for Sp. Attackers badly enough most rocks don't carry mix attacker qualities like this fossil. Well have fun breaking walls with a naked turtle.

Written By:
Conor

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April 24
th 2011

"The Big, Round, Mean Guard"

Nature: Def+ Nature
Ability: Friend Guard

Item: Eviolite
EV Spread: 16 HP, 240 Def, 252 Sp. Def

Moves:
 Protect
 Wish
 Double Team/Flash
 ~Filler Move~

Wigglytuff isn't exactly known for being Top Tier, nor will it ever be. Its Pre-Evolved form though, can make for a great supporter in Doubles and Triples. For its Moveset, we have the classic Protect-Wish combination, with which Jigglypuff can heal half its HP while avoid damage. Double Team helps Jigglypuff avoiding attack, but can only be used in GBU battles or battles without Evasion Clause (because it’s banned in general). Flash lowers the opponents Accuracy, which helps Ol' Jiggs and its buddies to possibly avoid harm, while also forcing switches. As for Filler moves, Jigglypuff has so many options. Disable can be a saving grace in a Triple battle when the opponent relies on one move. Light Screen/Reflect can lower damage to your team even further. Thunder Wave can paralyse the opponent, making it easier for your team to out speed the opponent. Gravity can be awesome if you build your team around it. Fake Tears lowers the Sp.Def of the opponent so you can hit harder. Support wise Jigglypuff works quite well under Trick Room, since it only has base 20 speed. The EV Spread takes advantage of the Evolites Defence/Sp. Defence raising ability, Raising them to a decent 149 each (Not Counting the Eviolite). Eviolite's self-explanatory; Pre-Evolved Pokémon, 50% boosts, do the math. Any Defence increasing nature (EXCEPT LAX) is good for the 223/223 Defence split. The EV spread also maximised the defensive capabilities. It takes hits better all round then it would with max HP and split up defences.

Oh, and FRIEND GUARD. That has to be your ability. Negating 33% of your teammates Damage? Yes please!

Written By:
Gold Geno & Shade
Edited By;
Shade

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May 15th 2011

"Regenerating Poison Bud"

Nature: Careful
Ability: Suction Cups/Storm Drain

Item: Eviolite
EV Spread: 252 HP, 252 Sp. Def, 4 Def

Moves:
 Curse 
 Recover
 Rock Slide
 Toxic

Firstly kind of similar to one of my earlier sets but with a few new twists, One no Boost in Sp. Def beside if pair in Sandstorm, the Toxic stall and instant choice over Rock Slide.

EV Spread is pick over the fact as it's def is going to be raised high enough so might as well put them into Sp. Def which only gets boosted once. First thing is first attempt to set up as many Curses as you can while in the sandstorm yes the attack is lower than its evolution but the Def will be sky high and when pair with Sandstorms for your Sp. Def you got a boost from an Attack, an Item and the weather. After you got enough Curses in start using toxic to wear down your rival's Pokémon and start to recover lost HP. The Only reason I have picked Rock Slide is the slim chance of a flinch which can help stall out for another turn. Before you sent this plant out try and rid the rival's team with weaknesses from the physical side like Fighting. After you are certain you got rid of the weaknesses you don't have much more to worry about. Ability wise is for phazers who attempt to get rid of the Curse Boosts or Storm Drain helps you gain one immunity to a common type being water. So have fun with a baby plant from the Dino Age.

Written By:
Conor

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June 12th 2011

"Aralia Spinosa"

Nature: Adamant
Ability: Rock Head
Item: Focus Sash
EV Spread: 252 Atk, 252 Spd, 4 HP

Moves:
 Stone Edge
 Wood Hammer
 Sucker Punch
 Earthquake

This Sudowoodo is based off a 4th gen set I used once but it works fine in gen 5. Now for this set I would prefer to use Rock Head over Sturdy. This set is built as a lead set and hardly anyone would expect this to come in for a lead to start off a battle and if they see it they would probably expect a Stealth Rock or something to set up, but this set is fully offensive. My item is focus sash and you wouldn’t have to worry because Rock Head prevents the recoil of Wood Hammer and the sash at least guarantees you a free hit. The EVs are 252 Attack and Defense and the last 4 into HP. Now the moves, Stone Ddge is base 100 and after stab you get a good 150 and it has a high crit-rate so that could take you up higher Wood Hammer now can surprise leads like Swampert and other water/ground leads, Sucker Punch is to finish off an opponent if it was carrying focus sash lead Azelfs and so on and earthquake is basically there to hit your steel type pokes which are not seen a lot now in 5th gen but the occasional Jirachi and Metagross there.

Written By:
Joshua
 

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July 3rd 2011

"He Who Might Go Uber"

Nature: Naive/Hasty
Ability: Prankster

Item: Life Orb/Expert Belt
EV Spread: 32 Atk, 224 Sp. Atk, 252 Spd

Moves:
/ Thunderbolt/Thunder
/ Hidden Power (ice)/Grass Knot
 Hammer Arm
// Taunt/U-Turn/Thunder Wave

this set made quite a splash in OU. Initially people assumed Thundurus would simply be a better Zippos. Little did they know Thundurus can do so much more? This set is meant to kill the counters to his devastating Nasty Plot set, and is ment to be played as a hyper-offensive wall breaker. Thundurus can still perform against a lot of fast/faster sweepers without any set-up, unlike most wall breakers. Thunderbolt is his STAB move, and if you were to run rain, Thunder does the job better. Hidden Power Ice is to kill Gliscor, and was to kill Garchomp who now is gone. Grass Knot helps a lot against pesky ground/water Pokémon in your way, and most ground types in general. Hammer Arm is what sets this set apart. With the current EV spread it has a high chance 2hkoing Blissey, and OHKO’s almost every Tyranitar set. Great for this sweeper, since those would him cold. If it weren’t for Hammer Arm. everyone who even looked at his Sp. Atk know his special hits shall hurt regardless. Now there are some varieties on this set, from a few speed points to a whole difference. Some people prefer 192Atk/64SpA/252Spe, since it has a super high chance 2HKOing Chansey, always 2HKO’s blissey and KO’s basically every Tyranitar aside from a slight chance of a 252HP/252Def +Def nature Tyranitar, which are nowhere to be found and in general living after SR. I myself would run a little less speed, or significant less speed, since priority Thunder wave is one of your best friends, believe me. Less speed means more power, and Thunder Wave still lets Thundurus- and the rest of your team- out-speed the opposing team. While this set might not be as powerful as the Nasty Plot set, it still is devastating. Shall this stay OU or will this become the next Uber? What do you think?

Written By:
Shade

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July 24tth 2011

"The King With Claws"

Nature: Naive
Ability: Sheer Force

Item: Life Orb
EV Spread: 40 Atk, 244 Sp. Atk, 224 Spd

Moves:
 Hone Claws
 Earthquake
 Blizzard
/ Thunder/Fire Blast

Nidoking has been granted a new ability called Sheer Force. As well as a boosting move in Hone Claws, Nidoking will be a monster in the 5th gen. Item wise, we are giving Life Orb due to the great advantage of using Thunder, Blizzard and Fire Blast without any damage but also deals a lot of damage from Earthquake. The ability is Sheer force for what I said boost moves with seconds effects for the price of losing the 2nd effects. The nature is naive to boost the speed without dropping either Atk or Sp.Atk. Also having 40 EVs in Atk so it can 2hko Blissey with entry damage, 244 Sp.Atk to boost the already high attacks from Life Force Combo, and 224 to out speed the likes of jolly Gyrados. Now onto the moves, Hone claw is your gate pass to great power. Earthquake gets an attack boost from your Life Orb and is one of your STABs, however watch out for the damage from your item as it doesn’t get a boost from Sheer Force. Blizzard is for the dragons and ground types that switch in and gets a boost from Life Force, the next is a pick between Thunder or Fire Blast. Both get a boost from Life Force, but the choice is between Thunder for the Bulky Waters or Flying that resist Earthquake, or Fire to deal with Ferrothorn, Forretress and Scizor. Have fun with one of my top ten fave Pokémon.

Written By:
GamerMadness
Edited By:
Michael

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August 14th 2011

"Reaper's Little Pet"

Nature: Calm/Careful
Ability: Prankster

Item: Eviolite
EV Spread: 252 HP, 252 Sp. Def, 4 Def

Moves:
 Mean Look
 Perish Song
 Roost
 FeatherDance

Early in the 5th Gen when Dream World abilities were revealed, a certain already broken ability caught people’s attention and had people freaking out when they saw who was lucky enough to get the allusive ability “Prankster”. Of the bunch, Murkrow stood out because of its superior overall bulk while also being able to take advantage of another interesting addition to the metagame, Eviolite. With these two elements in mind what we’re left with is arguably the ultimate Perish Trapper.

Prankster hardly needs explaining, it gives all of Murkrow’s moves Priority, making speed not a factor in pulling this combo off, which in any other generation would be practically implausible. Mean Look traps your foes so long as Murkrow remains in battle. Perish Song Is Murkrow’s way of doing damage, play the song and then watch the opponent try to take out Murkrow. On the 3rd turn simply switch out leaving your opponent helpless as they can’t switch out at the same time as you.

Murkrow’s remaining moves are how you’re going to survive those 2 turn between the song and the switch. Roost restores Murkrow’s HP while FeatherDance makes up for the lack of EVs in Defence by reducing the foe’s Attack, of course this is only helpful against a physical attacker. Nature and EVs, like hinted just now are designed to make sure Murkrow can endure as many special attacks as it can since it lacks a means to reduce the Sp. Atk stat. Taunt and the big name Priority moves will have this bird plucked in no time so it’s best to be wise about when and who you start playing this song of death too.
It’s a good (though kind of cheap) way to finish off a battle when the score is 2-1, but it’s a fun set that makes an example of the massive changes Gen 5 brought to the game that is Anime Cock Fighting-I mean Pokémon

Written By:
Silver August

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September 4tth 2011

"The Malfunctioning Rotary Fan "

Nature: Modest
Ability: Levitate
Item: Leftovers
EV Spread: 252 HP, 200 Sp. Atk, 56 Spd

Moves:
 Thunder Wave/Discharge
 Confuse Ray
 Air Slash
 Substitute

When it comes to the, "Rotom Family of Appliances", one always stuck out like a sore thumb- Fan Rotom.

Well, aside from not even being an actual appliance, Fan Rotom (or Rotom-S, which is what I'll call it from herein) has always been the freak misfit of the Rotom Forme Family. Its signature move, Air Slash, is the weakest of the Appliance attacks, and the only one that can Flinch. Its appliance brethren got badass moves like Hydro Pump and Overheat...yeah. 5th Gen was really mean to Rotom-S, since it got the Flying type. STAB Air Slash, but now Levitate is completely useless. It also didn't get many moves either, so Rotom-S will probably fade to NU in the B/W Metagame.

But today, I'm here to prove that the adorable Rotary Fan CAN in fact be very useful! Let's get down to the moveset. Thunder Wave paralyzes the opponent, halving their speed and their chance of attacking. You COULD run Discharge, so Rotom-S has another damaging move, but personally I'd prefer always paralyzing to a 30% chance. Confuse Ray...confuses the opponent, what else would it do, give you candy? Anyway, you can probably tell at this point that this is an annoyer Pokémon! Air Slash is Rotom-S' signature move, it gets STAB which makes it decently powerful, and the Flinch chance, when coupled with ParaFusion, can be crippling. The last move, Substitute, lets Rotom take a hit should the ParaFusionFlinch backfire on you. As for its Ability...yeah, Levitate on a Flying Type. Rotom-S is Cirno! The EV Spread allows Rotom-S to smack stuff hard with 200 Sp. Atk EVs and Modest (totalling out to an even 325, plus STAB) while still giving it decent bulk after Sub. Although, do you need that much when your opponent can barely strike? Meh, best to be prepared. 56 Speed lets it outrun Max Speed Adamant Tyrantiar without paralysis. It doesn't need much investment considering you'll be paralyzing everything you see, but you could experiment with Speed and HP depending on what you want Rotom to be able to outspeed without Paralysis. Leftovers give some added bulk, and a way to heal back damage it takes from Sub, which is always nice.

Written By:
Gold Geno
Edited By:
SimplyBidoof

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September 25th 2011

"Lobster Mash"

Nature: Adamant
Ability: Adaptability

Item: Leftovers/Life Orb
EV Spread: 128 HP, 252 Atk, 128 Spd

Moves:
/ Dragon Dance/Swords Dance
 Waterfall/Crabhammer
 Crunch
// X-Scissor/Brick Break/Aerial Ace

Ever since Crawdaunt was released in gen 3 people have just seemed to not notice Crawdaunt. Then in gen 4 GameFreak gave him another gem alongside Swords Dance which is dragon dance which makes Crawdaunt reasonably fast. Even with those two Gems he has been in NU, and now in gen 5 Still struggles in RU even with ANOTHER gem in adaptability. Which makes Crawdaunt one of the most unexpected powerhouses with his base 115 Atk and great ability, and great boosting moves?

The question is WHAT IN THE HELL HAPPENED. Well when you take another look at Crawdaunt you will notice that he has base 55 Sp. Def which is pretty bad and same goes for his speed. Plus his Def is only base 85 which is nothing to write home about either. Plus his typing makes it hard to make it into the higher tiers due to the abuse of fighting type priority such as vacuum wave and mach punch which he is week to due to his part dark typing.

Other than those major setbacks Crawdaunt are able to destroy just about anything after 2 DD's or one SD OHKOing one of the bulkiest threats in the RU metagame which is Cresselia. Or he can take down a Trick Create Victini in UU due to his crummy speed. Plus his typing gives him great type coverage along with some semi-powerful 3rd physical move. Plus if you wish to go with a mixed set Crawdaunt has a decent 90 base Sp.Atk which allows him to make use of HP fighting or surf if you want to replace waterfall with brick break.

All in all you just have to watch out for this massive powerhouse. Just be careful because he cannot take hits to well.

Written By:
MegaPoochyena

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October 16tth 2011

"Priority is for Chumps"

Nature: Modest
Ability: Sand Vail

Item: Leftovers
EV Spread: 252 HP, 252 Sp. Atk, 4 Spd

Moves:
 Nasty Plot
 Substitute
/ Giga Drain/Focus Blast
 Dark Pulse

Cacturne is a very odd Pokémon. Fantastic Attack stats and an OK HP Stat, but Terrible Defences and Speed. Most people make Physical sets out of this thing with Sucker Punch and Swords Dance, but if you’re willing to REALLY live on the edge, you could pull a surprise Special set out of your team to rip through many unprepared teams! Huzzah!

Nasty Plot. It's a Special Swords Dance. Use it once and Cacturne can go cruising through teams. Substitute is, just like your run-of-the-mill physical set, a very useful move to have as it gives Cacturne a way to avoid being totally screwed and abuse its ability to high heaven. Pretty Basic stuff. Giga Drain allows for healing, and can hit for a fairly high amount. Focus Blast is also an option, since you can use it with Dark Pulse to make the awesome that is Dark-Fighting. However, Focus Blast has shaky accuracy at best, and you effectively give up your Grass STAB and potential healing. Nonetheless, it’s still viable. Dark Pulse rounds this set off, Giving Cacturne it's obligatory Dark STAB. It's a pretty reliable move anyway, and stings pretty hard coming from a +2 Cacturne. Sand Veil is kind what keeps Cacturne alive. Without it, this thing would be pretty much unusable. It lets it get up free Subs and NPs, and allows it to freely attack opponents. As you might be able to Guess, this thing NEEDS Sand. Tyranitar, Hippowdow, Whatever you choose, just make sure it can get sand up for this thing. The Modest Nature, when coupled with Max Sp. Atk EVs, gives Cacturne a potential 361 Sp. Attack before boosts. Very nice indeed. HP is more or less there for Substitute, so it can take a little bit more punishment. Leftovers gives it, you guessed it, More Substitute support. It doubles as an effective way of letting it shrug off smaller hits as well.

Although Cacturne isn't very good anyway, and is a good deal better Physically, It still has prowess as a Special Attacker...a Very Destructive one at that!

Written By:
Geno Margatroid
 

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November 6th 2011

"Torrential Rush"

Nature: Jolly
Ability: Adaptability

Item: Choice Band
EV Spread: 252 Atk, 252 Spd, 4 HP

Moves:
 Aqua Jet
 Waterfall/Aqua Tail
 Crunch
 Double Edge

Basculin yes the annoying water type Pokémon that you constantly run into in-game, so what use can he do competitively? Well Basculin happens to be a Pokémon that does too much with too little. He has a great ability being adaptability that doubles his stab multiplier and when coupled with a choice band and respectable attack you get a very powerful aqua jet. Basculin also gets access to two powerful non stab moves that give him great type coverage being crunch and double edge. Unfortunately with Ferrothorn being the most used Pokémon it limits Basculins ability to perform well in OU. So this set is better used in the lower tiers with its main counter being Empoleon. I personally used this set to counter annoying fire types being Chandelure, Darmanitan, and Blaziken but now that those have all scattered away from OU makes Basculin once again forced down into the lower tiers. But Basculin can still manage to squeeze in and hit annoying threats such as Landorus, Blissey, and mainly Volcarona. All in all Basculin should just stay in the lower tiers where he can have the element of surprise and be a pain for your opponent.
Checks and counters:

Ferrothorn can be a pain to Basculin due to the fact that he resists the whole set. Empoleon can wall Basculin all day and night while possibly burning him with a scald or if it is an offensive can set up a free agility. Plus Basculin is pretty frail so if you can’t KO a poke and it can deal out super effective damage Basculin will most likely die.

Dream World Ability: Mold Breaker
Basculin does not learn any moves that can help him benefit Mold breaker making it pretty much useless unless someone’s proves me otherwise.

Written By:
MegaPoochyena

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November 2tth, 2011

"9001 Volts"

Nature: Modest
Ability: Pressure

Item: Life Orb
EV Spread: 4 HP, 252 Sp Atk, 252 Spd

Moves:
 Agility
 Thunderbolt
 Heat Wave
 Hidden Power (Ice)

Ah, Zapdos, he's unique. The gosend Flying type for being able to take Fighting moves that are popular in OU and the Electric typing allowing it to murder the fairly common Water types. Anywho, on with the set. Agility is the crux of this set and with Zapdos's respectable bulk it will find many opportunities to set up. Thunderbolt is the STAB of choice and Heat Wave offers nice coverage with it, not to mention it hits bulky Steels. HP Ice is something to stick in Gliscor/Dragons. The EVs are pretty straightforward. Modest gives Zapdos maximum power (You still outspeed Deoxys-S by almost 100 speed at +2 with Modest). Zapdos's bulk and typing allow it to take most priority (+2 Lucario's Extremespeed can't OHKO without rocks). A 184HP/252SAtk/72Speed spread can be used to increase bulk and outspeed every unboosted Pokemon at +2, but is prone to being revenge killed before boosting.

Teammates:
Fighting-types work wonders. Conkeldurr can beat Blissey, Chansey, Tyranitar, Rotom-W, and Gastrodon, Zapdos's main counters. The musketeers are similar, but can specialize in killing one better. Virizion can breeze through the Waters, Cobalion is immune to Blissey's Toxic, and Terrakion anhilates Tyranitar. Rapid Spin and entry hazards are great options, as Zapdos needs as much power as it can get and is x2 weak to rocks. Roserade can put counters to sleep and either TSpikes to shut down walls or set up Spikes. Forretress is similar only it can Rapid Spin and can dent Terrakion, which can stop Zapdos before Agility is used. Hitmontop can decimate over half of Zapdos's counters and can Rapid Spin.

Counters:
Blissey, Chansey, Tyranitar, Rotom-W and Gastrodon can stall or KO Zapdos. Terrakion can stop Zapdos before setup. Rocks can severely weaken Zapdos. Ice Shard=Bye-bye.

Written By:
Dyna

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December 18th, 2011

"Qurupecu"

Nature: Timid
Ability: Tangled Feet
Item: Life Orb
EV Spread: 252 Sp Atk, 252 Spd, 4 HP

Moves:
 Nasty Plot
 Encore
 Hyper Voice
// Heat Wave/Hidden Power (Ground)/Chatter

If there’s anything Farfetch'd taught us, it’s that most single-stage Bird Pokémon are generally garbage. Delibird holds up that tradition. Chatot on the other hand can actually be a potent threat in lower tiers, as you will see here...

Nasty Plot and Encore make up the crux of this set. Encore something that Chatot won’t get damaged by (don't ever Encore something into an attacking move, Chatot can’t take a hit to save its life), Nasty Plot away, Sweep stuff to death. It’s a basic set-up. one thing you could pull in RU is Encoring Honchkrow into Sucker Punch over and over until it’s out of PP. Chatot is pumped up and ready to rip shit up, Honchkrow loses the priority it oh-so-loves, and because Chatot out speeds Honchkrow by around 20 Base Speed, Chatot can effectively take it out should it stay in. Hyper Voice is the obligatory STAB move of Death, and Deadly it is after a Nasty Plot. As for the final move, Heat Wave is preferred for its coverage and power, but Hidden Power Ground can be used if you need to stop something Heat Wave wouldn't be able to stop so easy, such as Aggron. Finally, Chatter, while its power might seem off-putting, has an effective 1/3 chance of confusion. Very nice indeed. The EVs are basic; make it as fast and powerful as possible. The Timid nature gives it the extra speed it may very well need in many situations. Life Orb boosts the power of Chatot's moves even further, and Chatot doesn't mind the recoil as it won’t be taking a hit anyway. Tangled Feet is the best ability Chatot has. It’s not TOO useful, but it has its opportunities. Chatot REALLY needs team support, since it won’t be taking hits at all. Entry Hazards in particular are incredibly helpful as they give Chatot a chance to KO something it might not be able to otherwise.

Overall, although this Qurupeco won't be calling up a Deviljho to assist it every 5 seconds, it’s still an insane force to be reckoned with!

Written By:
Geno Margatroid

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January 9tth 2011

"Pain Drain"

Nature: Impish
Ability: Steadfast

Item: Leftovers
EV Spread: 252 Def, 252 Sp. Def, 4 Atk

Moves:
 Drain Punch
 Shadow Sneak
 Bulk Up
 Pain Split

There is a reason why Gallade is my favorite pokemon. This set aims to defeat Gallades weakness to physical attacks, by boosting it's defense and attack using Bulk-up. After one bulk-up with it's max defense(251), It hits 376 defense. And with that, his attack hits 382, which is easily enough to deal some heavy damage. with Max Sp.Def at a nutural nature already 329, Gallade ends with both good defenses, and good attack. The icing on the cake though is the drain punch+shadow sneak combo. Drain Punch gets STAB and has 60 base attack points. It also gives you HP equal to 50% of the damage, allowing you to heal off damage. Drain punch+leftovers proivdes very good HP Recovery. Shadow sneak allows you to pick off pokemon with low health do to priority. Pain split is more or less a filler move, as Drain punch works better in most cases. pain Split can come in handy though. All in all, Gardevoir's Physical counterpart puts up quite the fight.

Notes for Gen V:
This set owns even more. Drain punch gets upgraded to 10 PP and base 75 attack, which means more attacks, and more HP Gain. Gallade can only get this set from Gen IV though.

Written By:
DSman

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January 30th 2011

"The Fast Curse Behind The Sub"

Nature: Adamant/Careful
Ability: Limber

Item: Leftovers
EV Spread: 4 HP, 253 Def, 252 Sp. Def

Moves:
 Focus Punch/Brick Break/Low Kick
 Sucker Punch
 Subsitute
 Bulk Up

Okay, I had to do a Moveset for my top Pokémon. Recognize the Moveset style from somewhere? You should! This is similar to a Curse Moveset, but you don't lose the speed with Bulk Up. Hitmonlee is like the Curse user Snorlax. They have the same Sp. Def, but Lee has a higher attack and Snorlax has a higher HP, but it can still pull it off if prepared correctly. Item wise just stick with leftovers to get more subs. Ability doesn't matter since Sub absorbs Status. For nature, go Adamant for force. For Stall, Careful. Sub is top notch for this set, and set up whenever to kick-start Lee. The first list of attacks all receive Stab. You can Run a SubPunch set as it gives 225 power but risks losing Sub. Low kick should only be used on Rhyperior, etc. Finally, Brick Break has good power, epic accuracy and can destroy barriers your enemy will think he can set up on you with. You may wonder why Close Combat isn't here due to its great power, but it isn’t because it decreases your defenses as you’re trying to keep them up. So Bulk Up would pretty much a waste. Sucker Punch deals with Ghost and hits Pokémon that resist fighting but has Priority to deal with other Priority users.

Written By:
Conor
Edited By:
SimplyBidoof & Silver August

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February 20th 2011

"Land Lover Karamari"

Nature: Modest
Ability: Swift Swim

Item: Life Orb
EV Spread: 252 Sp. Atk, 252 Spd, 4 Def

Moves:
 Surf
/Ice Beam
 Hidden Power (Elec)
 Rock Polish

Ok Now one of my main Sweepers but a new taste of a battle, The point is this is to use in a weather team (sand, sun etc) and will try and counter it with a rain team, while your send out Omastar while they set up rain dance (hopefully not a Ludicolo or Kingdra) they will make a switch into one of these two this is where you set up Rock Polish so now you out speed the both of them, Entry Hazards and Status are greatly needed for this set to kill everything off, Toxic Spikes being one of the best options, Nature wise just stick to modest while you getting the extreme speed and paired with Life Orb there’s going to be nothing in your way except for Priority Moves now onto the moveset, Surf is your main Stab and gets boosted from the rain which turns it into a killer when Life Orb is also added, Ice Beam is great coverage to counter grass types that try and aim for the 4x weakness ad also deals with dragons, Hidden Power Electric is your main option while in a rain team since most Pokémon that aid from the rain are water types and is your best option to kill off Ludicolo and then there’s the thump card of the set Rock Polish which doubles the speed while you’re already double speed in the rain so that’s 4x the speed, Now who says that Omastar is a slow Pokémon, Now wreck mayhem with a Conor Rock type original.

Written By:
Conor

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March 13th 2011

"Gabe Lavawalker"

Nature: Careful
Ability: Flame Body

Item: Leftovers
EV Spread: 172 HP, 120 Def, 216 Sp. Def

Moves:
 Amnesia
/ Curse/Iron Defence
/ Rest/Recover
 Rock Slide/Stone Edge

The Final Pokémon Moveset of the Week, Magcargo. Named after the Moderator who left and then conveniently came back 2 weeks after I wrote the original Set, Gabe, this set roughly follows the Guidelines set by The Slow Slidin' Sweeper (well, Tank would be a better term). Amnesia boosts Magcargo's Sp.D, which allows it to take hits fairly well despite its crippling dual-typing, though I wouldn’t try to set up on anything that hits Magcargo hard to start off. Curse gives Magcargo Attack and Defence at the cost of some Speed while Iron Defence lets it become physically bulky more quickly with no Speed reprimands but at the cost of an Attack boost. Depends on your preference there. Rest and Recover are both viable options with Ups and Downs: Rest fully heals Magcargo and removes Status such as the ever so evil Toxic, but keeps it pretty much helpless for 2 turns, well Recover only restores it by Half its HP and ignores Status, but let’s Magcargo attack immediately after. I'd opt for Rest, personally. Rock Slide and Stone Edge are both good Rock Type moves, one has a higher Crit rate, well one has more Accuracy. Again, it’s up to preference. Magcargo's EVs are more specially oriented, to take advantage of its higher Sp.Def and help mask its ugly Fire/Rock Typing, simple. Leftovers give it extra recovery, also simple, and its Nature gives it the boosts it needs to be effective. Overall, it might be a slow Lavasnail, but damn, can it take hits if you can get it set up.

Written By:
Gold Geno

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April 10th 2011

"Ejectop"

Nature: Brave/Sassy
Ability: Intimidate

Item: Eject Button
EV Spread: 252 HP, 252 Atk/Sp, Def, 4 Def

Moves:
 Fake Out
 Mach Punch/Close Combat/Hi-Jump Kick
/ Bulldoze/Thief
// Magic Coat/Rapid Spin/Thief

This set is an anti-sweep/supporter/scout all in one. Intimidate is what makes this set “work”. The idea for singles: you switch in and then either Fake-Out so Eject Button forces you out right after you hit, so you get a free switch-in on the opponent who’s flinched at -1Atk or you Bulldoze after taking a hit, so the opponent will be at -1Atk and -1Spe. For a set-up of your own or to counter/check the opponent and/or forcing a switch, buying you a free turn this is ideal. What Fight STAB move you’ll use is up to you. SEREBII CLAIMS Hitmontop CAN learn Magic Coat by tutor in HG, don’t know it myself, but it’s useful to bounce back stuff like Spikes and Will-o-Wisp. Thief steals an item you’ll lack after Eject Button’s 1-time use, possibly crippling an opponent by stealing its item. I opt Brave/Sassy so you’ll always move last, so aside from priority use you’ll always move last. In the end Fake-Out + STAB + fillers is the formula, matter of preference, for you to solve. Now, how it works in multi-battles. 1st: you lower 2 or 3 Pokemon’s Atk stat (if you are in middle for triple, 3) 2nd: you flinch something and simply vanish untouched, and 3rd: You switch to another Intimidate user, so the opponent’s side ends at -2 Atk turn 1, while Hitmontop probably remains untouched for you to use later on. Bulldoze hits everything in reach, and thus lowers speed of everything in reach, which can be helpful and strategic. Awesome or not?

(Ps. Technician can be used for more power, but you’ll lose out on the Atk drop),

Written By:
Shade

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May 1st 2011

"The Forgotten 108"

Nature: Relaxed/Sassy
Ability: Pressure

Item: Leftovers
EV Spread: 252 HP, 252 Def/Sp. Def, 6 Sp. Atk

Moves:
 Psych Up
 Dark Pulse
// Psychic/Shadow Sneak/Will-o-Wisp
/ Pain Split/Will-o-Wisp

The current metagame has some set-up power creepers people have a hard time getting around in battle. This Spiritomb can bring salvation against 2 feared pokemon: Reuniclus and Conkledurr. Spiritomb is faster then Reuniclus, so as long as it’s not in Trick Room and runs Calm Mind, you can come in on a Focus Blast/Psychic, Psych Up to steal Calm Mind boosts and proceed to hurt the opponent a lot with Dark Pulse/Psychic. Against Conkledurr it goes a little different. Switch in on a predicted Bulk Up/Drain Punch or after it KO’d something and Psych Up to steal the Bulk Up boosts. After stealing the Bulk Up boosts, Conkledurr can’t hit you too hard anymore. If you’d want to make use of the Atk Boost, use Shadow Sneak. Dark Pulse hits everything in the game and scores SE damage on Reuniclus and the Lati-twins, Psychic helps dealing with Fight types. Will-o-Wisp helps against Excadrill, Mienshao, Garchomp and all those other non-Guts Physical attackers. Pain Split helps you keeping your Hp up against walls. Max SpD or Def is a matter of preference and what worries you more. Physical Sweepers a problem to your team? Max Def will help you out. Need something reliable for Reuniclus? Max Sp. Def is the way to go. Depending on your moves, the –part of the natures should change. If you run Psychic and Dark Pulse, run Calm or Bold, since the little extra speed might help outspeeding a Reuniclus that doesn’t run –Speed.

Written By:
Shade

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May 22nd 2011

"Shining Flame"

Nature: Timid
Ability: Drought

Item: Life Orb
EV Spread: 252 Sp. Atk, 252 Spd, 4 HP

Moves:
 Nasty Plot 
 Overheat/Flamethrower/Fire Blast
 Solarbeam
 Psyshock

Well to celebrate the 2nd year anniversary of the Silver League, what better Pokémon to highlight then its own main mascot, Shiny Ninetales?

This Ninetales meant to take full advantage of its Hidden Ability Drought and use it to hit as hard as possible and get out before being KOed. Ninetales base Sp. Atk isn’t the greatest, but that’s where Nasty Plot comes in, giving Ninetales the boost needed to inflict maximum damage. Fire-Type moves will get a boost in the sunlight so Ninetales’ STAB move really comes down to what you want, and in a generation where TMs don’t break, you’re free to experiment or just change moves between matches. Overheat is for hit and run tactics because of the drastic Sp. Atk drop, Heatwave is a little weaker but won’t sacrifice Sp. Atk and Flamethrower is the weakest option, but most accurate and has the most PP, though with a lack of bulk and a valuable ability, keeping Ninetales in for too long can be risky, especially if your opponent is running an opposing weather team. Solarbeam is here because of Drought, its more powerful then Energy Ball and Drought lets it go off in a single turn. The 4th move for Ninetales can vary and I’d encourage experimenting, but for this set I’ve gone with Psyshock because the damage is considered Physical, allowing it to potentially inflict massive damage to Pokémon such as the Blissey family and other Sp. Walls There IS a bulkier variant of Drought Ninetales that’s arguably better but this is still a fun set that can hit hard and even pull a few surprises.

Written By:
Silver August

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June 19th 2011

"A(grron)CDC"

Nature: Adamant
Ability: Heavy Metal
Item: Life Orb/Expert Belt
EV Spread: 252 Atk, 252 Spd, 4 Def

Moves:
 Rock Polish
 Heavy Slam
 Earthquake
/ Stone Edge/Rock Slide

Found yourself wondering what do to with that DW Aron you picked up? You’re probably thinking, "Doubling its weight? That seems pointless." But it can actually be a very effective way of turning Aggron into a fearsome attacker. Heavy Slam is the reason why. Heavy Metal allows Aggron to outweigh a lot of common opponents, and because Heavy Slam's damage depends on how much heavier the attacker is then the opponent, it can deal out a tremendous amount of damage. Factor in STAB, and Heavy Slam can certainly leave a dent in the opponent. Rock Polish allows Aggron to double its speed, and with Max Speed EVs, its Speed actually becomes pretty good after a Rock Polish (Who would've though?). Earthquake shouldn't need a big explanation, so to keep it short; it’s a reliable, powerful Ground Type attack that gives Aggron a bit more coverage. Rock Slide or Stone Edge. Depends on preference. Rock Slide is more accurate and gets more PP, whereas Stone Edge is more powerful and gets a higher crit chance. Both get STAB, so again iits up to preference. Max Attack and Adamant gives Aggron a pretty hefty Attack stat to throw around, and Max Speed may not seem like a lot, but after a Rock Polish, it totals out to a nice amount. Life Orb is a reliable option to boost Aggron's attack even MORE (w/Life Orb, it gets 525 Attack. Not bad!). Or, you can opt for the Expert Belt and try to get in some Super-Effective attacks. This set can cover most common types for Super-Effective Damage, and whatever you can't hit Super-Effectively you can still leave a good dent in. If you’re looking for something to do damage, Aggron is your Pokémon!

Written By:
Gold Geno

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July 10tth 2011

"Trace Play"

Nature: Timid
Ability: Trace

Item: Choice Spec/Choice Scarf/Life Orb
EV Spread: 252 Sp. Atk, 252 Spd, 4 HP

Moves:
 Psychic
/ Thunderbolt/Energy Ball
 Focus Blast
 Shadow Ball

Gardevoir is a very interesting Pokémon when it comes to its second ability "Trace" which when it is sent out can copy the ability 100of the opponents Pokémon. It is also the fastest Pokémon with this ability. This can be quite useful in certain circumstances such as switching into an Eletrivire while it's going to attack with an electric type move and then Gardevoir will trace Motor Drive and absorb the damage and out speed it the next turn if it's not scarfed. Or when it comes to rain abusers who have the ability Swift Swim, Gardevoir can trace it and out speed MOST of them and since it can abuse Swift Swim under rain it can sure as hell abuse Chlorophyll. The nature I would suggest is timid to out speed most of the Pokémon that Gardevoir can trace and as for the moves, Psychic for STAB and taking out some Grass/poison types that have Chlorophyll, Thunderbolt for taking out those pesky water types, Energy Ball can be used to take out lanturn and ground types but it's a matter of preference I personally switch this out between Thunderbolt and Shadow Ball but not always will you know what you're battling, then there's focus miss...I mean Focus Blast for the dark types and Shadow Ball for ghost. For the item I use Choice specs for max damage but you can also use choice scarf to out speed most of the weather abusers or life orb if you're not feeling safe about sticking to one move.

Written By:
Gary Flipping Oak

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July 31st 2011

"Quetzalcoatl's Choice"

Nature: Timid
Ability: Magic Guard

Item: Life Orb/Flame Orb
EV Spread: 252 HP, 252 Spd, 4 Sp. Atk

Moves:
 Cosmic Power
 Roost
 Stored Power
/ Charge Beam/Psycho Shift

Is it a bird? Is it a plane? No, it’s... some kind of weird, Aztec symbol thing. It may not look like Superman, but played correctly, this ancient avian has the potential to be just as indestructible, and infinitely more powerful than the man of steel.

First of all is its amazing ability, Magic Guard, which prevents all damage from non-direct moves, such as Stealth Rock, status conditions and weather effects. It even prevents recoil from Life Orb. To further boost its durability, Cosmic Power increases both of its defenses, and Roost allows health recovery as it sets up.

With +6+6 in its defenses and instant recovery, Sigilyth is nigh on invincible. Now comes the full destructive force this Pokémon can inflict. Stored Power, quite simply, is the most powerful attack in the game. With 20 base power increased by 20 for every individual stat boost, after 6 Cosmic Powers it will have a power of 260, without even factoring in STAB. Charge beam has the potential to boost his Sp.Atk stat, and also further increases the power of Stored Power. A combo of Flame Orb and Psycho shift can instead be used in order to burn and thereby reduce the attack power of your opponent, but quite frankly after all the effort to set up your defenses and Stored Powers strength you don’t want to risk being resisted by a Dark type or defensive Steel type. Therefore, I find that the extra attack option of Charge Beam is more useful.

While he may not be faster than a speeding bullet, this Avianoid has the defensive and offensive abilities that any Kryptonian would be jealous of. Just watch out for Sigilyth’s Kryptonite, those pesky critical hits.

Written By:
Eliteraptor (aka Prof. Raptor Goldsmith)

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August 21st 2011

“Mutha Fukin Snakes Are a Pain”

Nature: Jolly
Ability: Overgrow

Item: Leftovers/Life Orb
EV Spread: 252 Atk, 252 Spd, 4 HP

Moves:
 Coil
 Glare
 Dragon Tail
 Leaf Blade

Many people have a phobia of snakes, a remnant instinct left behind from when our evolutionary ancestors avoided the poisonous serpents that shared their ancient world. Fast-forward to the modern day, and there’s a new belly-crawler to fear; Serperior.
 
The newest grass-type starter was blessed with the brilliant DW ability Contrary, which when coupled with its STAB Leaf Storm makes it insanely powerful. However seeing as none of its evolutionary family have yet been released on DW, this powerhouse python for the foreseeable future will remain elusive. Instead a new way to use this grass snake is required, and while nowhere near as deadly as its DW counterpart, it has its own niche that can actually be pretty effective.
 
Coil is the new signature move of the snake-like Pokémon and is one of the best stat-up moves in the game, increasing accuracy, attack and defence. This can quickly make Serperior fairly bulky, and blesses its remaining moves not only with increased power but a greater chance to hit their target. After a couple of boosts, the nature of this set begins to take shape. Glare becomes a guaranteed paralysis move for anything that’s not a ghost. With the foe now paralysed and your physical bulk increased, the negative-priority Dragon Tail can be used to not only damage the opponent but also forces them to switch with one of their team-mates. This combination allows Serperior to spread paralysis among the opposing team, while also inflicting residual Stealth Rock and Spikes damage if one of its fellow Pokémon has set them up. The final move is a strong physical STAB attack in the form of Leaf Blade.
 
All in all, this is a fairly decent status inducer that makes this sinister serpent useable while the metagame anticipates its release on DW. While it may pale in comparison to the sheer power and ferocity of its Contrary brethren, this particular colubrid has the potential to literally glare your opponents into submission.

Written By:
Eliteraptor

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September 11th 2011

"Fast and Furious"

Nature: Modest
Ability: Unburden
Item: Petaya Berry
EV Spread: 4 HP, 252 Sp. Atk, 252 Spd

Moves:
 Substitute/Endure
 Bug Buzz
 Focus Blast
 Hidden Power (Ghost)

Accelgor: the Gen 5 spikes lead. It has a blistering base speed of 145, and an above average 100 base Sp Atk.  His speed makes him the 3rd highest base speed in the game, only below Deoxys-S and Ninjask.  His high speed allows him to out speed almost everything.  The reason he has sunk down to the RU tier is because of his horrible defences at base 40/60.  Also, his weakness to stealth rocks doesn't help.  But now, I've found a loophole to all of that!  His amazing ability, unburden, allows him to be a very effective special sweeper. Unburden makes it so when Accelgor uses an item, he also gets a speed boost, making him much faster.  Paired up with a Petaya Berry, that boosts Sp Atk when he is at 25 percent HP or less, allows Accelgor to get 1 Sp Atk boost and 1 speed boost, making him a powerhouse. If you manage to keep Accelgor alive and prefer to use substitute over endure, you will be able to take at least one priority hit.  This set also can be used pretty well in the UU metagame due to an increasing use of Celebi, which allows Accelgor to set up a substitute while your opponent predicts the bug buzz and maybe goes for the sucker punch.  One thing you have to make sure is that you can get a free switch with Accelgor, due to his defences.  Some checks and counters to Accelgor include Chansey, who would be able to take a focus blast while being able to thunder wave to cripple Accelgor.  However, that changes if you have a substitute set.  Other counters are mainly priority users such as Azumarill, who can easily kill Accelgor with priority.  Pokes with sturdy and rock blast can also easily kill Accelgor.

Written By: MegaPoochyena
Edited By: SimplyBidoof

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October 2nd 2011

"Boost n' Sweep"

Nature: Jolly
Ability: Overgrow
Item: Grass Gem/Flying Gem
EV Spread: 252 Atk, 252 Spd, 4 HP
Moves:
 Leaf Blade
 Swords Dance
 Acrobatics
/ Rock Slide/Earthquake

Hello fellow SLians this week I have my Sceptile set. with Sceptiles no so great base 85 attack he really can not hurt much but with the access to Swords dance his attack can go to a great amount. Because of his bad base attack we will want to maximize it to the best it can go so I recommend a Adamant nature with max iv's 252 attack 252 speed and 4 hp with the moves Swords dance Leaf Blade acrobatics and then earthquake/rockslide. The reason for those attacks are Swords dance for a attack raise leaf blade for a reliable STAB move acrobatics with a flying gem for a strong base attack and then earthquake or rock slide for type coverage. Rockslide is the preferred move because it deals with bug, fire, flying and ice but because of its 95 accuracy it has the chance to miss and it also has a 75 base power and earthquake has a 100 base and 100% accuracy but does not give as good coverage. The items best items for this set in my opinion would be a grass gem or a flying gem grass gem for a boost for leaf blade if you are not able to get a swords dance off and the other option, flying gem is for a boost for acrobatics. I hope this you liked this set and that you chose to use it.

Written By:
ShinyScept

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October 23rd, 2011

"1997 B.C"

Nature: Bold/Impish
Ability: Inner Focus

Item: Eviolite
EV Spread: 248 HP, 128 Def, 132 Sp. Def

Moves:
 Super Fang
 Air Slash/Fly
 Toxic
 Roost

First thing I want to direct your attention too is Golbat's typing: Poison/Flying. Not many Pokémon have this typing, and it makes Crobat one of the few that can take a Drain Punch from say, Conkledurr, and be able to bite back (no pun intended). Put that on something that is intended to take hits and do the math. The typing gives Golbat a good few other handy resistances to work with too. This thing is no slouch stat-wise either. Eviolite-Boosted 75/70/75 defences are quite effective! When it comes to moves, Super Fang is a must. It lets Golbat take a chunk out of Bulky Pokémon or Pokémon that resist its STAB move. Air Slash or Fly. Air Slash can flinch, which is always nice. Fly, while it might seem like an odd choice, has a respectable Base 90 Power and can be helpful when evading damage, scouting and Toxic Stalling. Personal Preference here. Toxic is pretty self-explanatory, as is Roost. It’s a defensive Pokémon, Being able to heal up and stall something to death is a very nice thing to have available. Eviolite. Kind of already covered this. It’s an NFE Pokémon with workable Defences. Yeah. Moving right along The Nature is dependent on your STAB move. Impish if you’re going for Fly. Bold if you’re going for Air Slash. Both raise Defence, so both get the desired effect. The EV Spread balances Golbat's Defences out to total out to 342/329. Defences like these allow it to take things like a +2 Fiery Dance from a Max Sp. Atk Volcarona or a +6 (I'm not kidding here) Drain Punch from a Max Atk Conkledurr @ Life Orb and Burn Orb respectively. Those are just specific examples, but notice how these are OU Pokémon and Golbat is NU. That should give you a good idea of just how effective Golbat can be at walling and stalling (or Super Fang-ing).

Dusclops is all the rage today with Eviolite, but why not give Golbat a chance? This bat run amok from Mt. Moon will surely be worthy of your team slot!

Written By:
Geno Margatroid

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November 13th 2011

"Take that, Jellicent!"

Nature: Adamant
Ability: Intimidate